pipe_resource_reference(&sctx->esgs_ring, NULL);
pipe_resource_reference(&sctx->gsvs_ring, NULL);
+ pipe_resource_reference(&sctx->tf_ring, NULL);
pipe_resource_reference(&sctx->null_const_buf.buffer, NULL);
r600_resource_reference(&sctx->border_color_table, NULL);
r600_resource_reference(&sctx->scratch_buffer, NULL);
si_pm4_free_state(sctx, sctx->init_config, ~0);
si_pm4_delete_state(sctx, gs_rings, sctx->gs_rings);
+ si_pm4_delete_state(sctx, tf_ring, sctx->tf_state);
for (i = 0; i < Elements(sctx->vgt_shader_config); i++)
si_pm4_delete_state(sctx, vgt_shader_config, sctx->vgt_shader_config[i]);
S_0286E8_WAVESIZE(scratch_bytes_per_wave >> 10);
}
+static void si_init_tess_factor_ring(struct si_context *sctx)
+{
+ assert(!sctx->tf_state);
+ sctx->tf_state = CALLOC_STRUCT(si_pm4_state);
+
+ sctx->tf_ring = pipe_buffer_create(sctx->b.b.screen, PIPE_BIND_CUSTOM,
+ PIPE_USAGE_DEFAULT,
+ 32768 * sctx->screen->b.info.max_se);
+ sctx->b.clear_buffer(&sctx->b.b, sctx->tf_ring, 0,
+ sctx->tf_ring->width0, fui(0), false);
+ assert(((sctx->tf_ring->width0 / 4) & C_030938_SIZE) == 0);
+
+ if (sctx->b.chip_class >= CIK) {
+ si_pm4_set_reg(sctx->tf_state, R_030938_VGT_TF_RING_SIZE,
+ S_030938_SIZE(sctx->tf_ring->width0 / 4));
+ si_pm4_set_reg(sctx->tf_state, R_030940_VGT_TF_MEMORY_BASE,
+ r600_resource(sctx->tf_ring)->gpu_address >> 8);
+ } else {
+ si_pm4_set_reg(sctx->tf_state, R_008988_VGT_TF_RING_SIZE,
+ S_008988_SIZE(sctx->tf_ring->width0 / 4));
+ si_pm4_set_reg(sctx->tf_state, R_0089B8_VGT_TF_MEMORY_BASE,
+ r600_resource(sctx->tf_ring)->gpu_address >> 8);
+ }
+ si_pm4_add_bo(sctx->tf_state, r600_resource(sctx->tf_ring),
+ RADEON_USAGE_READWRITE, RADEON_PRIO_SHADER_RESOURCE_RW);
+ si_pm4_bind_state(sctx, tf_ring, sctx->tf_state);
+
+ si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_TESS_CTRL,
+ SI_RING_TESS_FACTOR, sctx->tf_ring, 0,
+ sctx->tf_ring->width0, false, false, 0, 0);
+
+ sctx->b.flags |= SI_CONTEXT_VGT_FLUSH;
+}
+
static void si_update_vgt_shader_config(struct si_context *sctx)
{
/* Calculate the index of the config.
/* Update stages before GS. */
if (sctx->tes_shader) {
+ if (!sctx->tf_state)
+ si_init_tess_factor_ring(sctx);
+
/* VS as LS */
si_shader_select(ctx, sctx->vs_shader);
si_pm4_bind_state(sctx, ls, sctx->vs_shader->current->pm4);